I will do a comparison tomorrow on my 1070, after I get back home.The next step would be to compare it on Nvidia, or even a 480.
Also it's worth noting that depth-only fill rate can be different than MSAA sample rate. For example Xbox 360 has 2x depth-only fill rate, but 4x MSAA sample rate. Thus on Xbox 360, you can enable 4xMSAA with no loss of fill rate. But you don't have 4x depth-only fill rate for shadow map rendering. You can however render shadow maps at 2x2 lower resolution with 4xMSAA, but that gives you jittered result (as MSAA samples aren't in ordered grid). Similar trick can be used on modern consoles, and is especially handy with custom MSAA sampling pattern (ordered grid). However rendering at 2x2 lower res with 4xMSAA makes pixel shading quads 2x2 larger. This is because each quad is constructed from the same sample of 2x2 pixel neighborhood (not 2x2 samples of one pixel). Thus quads become 2x2 larger in screen space. This results in more quad overshading because of small triangles. Also the memory layout with MSAA differs from 2x2 higher resolution image (this is both a negative and a positive thing, depending of your use case).The rate at which a GPU performs coverage (depth) testing is limited by its rasterization rate though GPUs have different rates for depth than color. Depth rates are typically 2x or 4x faster than color.
This is prolly why some journalists decided simply to troll and hope it goes viral on various Vega-related topics: way less effort and it might just result in a meaningful response - and boy look at that advertising revenue. The entitled millennial generation has infected nearly everyone else, it seems.
Vega has some advantages, but none of them are seen in current games or current software. It's hard to predict how much these new features will matter in the close future (when Vega is relevant).So, for compute, what makes RX Vega (based on a compute first architecture) a standout card vs. a 1070/1080/1080ti ? I don't see it but would love to dive into the technical details if someone does.
Really looking forward to probing this feature on the compute side once it becomes more accessible in software. This really is a big deal so I hope Radeon does it justice and allows full raw access and I hope the performance numbers match !For compute, Vega has double rate fp16 support. This is handy for some compute problems, such as deep learning. Nvidia's consumer cards don't have this feature (it's limited to professional P100 and V100 + mobile).
So, is the big difference between Vega and Nvidia that Radeon allows for this paging system to work in games? Otherwise, what is this technically? regular pinned memory w/ paging/page management? Or is this more like the DirectGMA feature that was found exclusively on FirePro cards? I hope this becomes more detailed on Sept 13/14th when the ProSSG/Instinc cards launch. I'm really at a loss for why these heavily marketed features haven't gotten a proper technical walk through by Radeon to make clear what this hardware is and is capable of.Vega also has a brand new CPU<->GPU memory paging system. The GPU on-demand loads data from DDR4 to HBM2 at fine granularity, when a page is accessed. This allows 8 GB Vega to behave like a GPU with much larger memory pool, assuming that the memory accesses are sparse. This is a common assumption in games and also in many professional software. Usually games only access a tiny fraction of their total GPU memory per frame and the accessed data changes slowly (smooth camera movement and smooth animation). This could be a big game changer if games start to require more than 8 GB of memory soon. If a 8 GB Vega behaves like a 16 GB card with this tech, it could greatly extend the life time of the card. The same is of course true for many compute problems. However Nvidia Pascal also has a similar GPU virtual memory system for CUDA applications, but their tech doesn't work for games. CUDA has an additional page hint API to improve the efficiency of the automated paging system. Developer can tell the system to preload data that is going to be accessed soon. Whether or not the automated paging system will be relevant during Vega life time depends on software and games you are running. Xbox One X console with 12 GB memory (and a 24 GB devkit) is coming out very soon. Maybe we need more than 8 GB on PC soon. Let's get back to this topic then.
Yeah, I'm on the development side so all I need is proper drivers/api's/access. That being said, as you state, a good amount of software/drivers/tools need to be available before this can begin.Currently the appeal of Vega is mostly forward looking. There's lots of new tech. AMD was lagging behind the competition before, but now they have a GPU that has lots of new goodies, but no software is using them yet. It remains to be seen whether AMDs low PC market share is a roadblock for developers to adapt these techniques, or whether AMDs presence in the consoles helps AMD to get high enough adoption for their new features.
I am an ex-Ubisoft senior rendering lead, and I have been working with virtual texturing systems since Xbox 360. This is one of the key areas of my interest. We almost beat id-software's Rage to be the first fully virtual textured game. I am really interested about these new hardware virtual memory paging systems. It is mind blowing how quickly the GPU data sets have increased recently. One additional texture mip level increases memory footprint by 4x. But the highest mip level is only accessed by the GPU when the texture is very close to the screen, and usually only a small part of the texture is accessed at highest level. Paging this data on-demand will be even more important in the future. GPU memory needs to get faster to scale up with the computational increases, but in order for the memory to be fast enough, it needs to be close to the chip, meaning that the memory size can't scale up infinitely. In order to support larger data sets, you need to have a multi-tier memory system. Big chunk of DDR for storage and fast small HBM pool is a perfect solution for games, as long as you can page data from DDR to HBM on demand at low latency. Intel has already done this with their MCDRAM based cache on their Xeon Phi processors and Nvidia has P100 and V100 with hardware virtual memory paging. I am thrilled that this is actually happening in consumer space so quickly. Nvidia's solution is CUDA centric, and geared towards professional usage. I don't know whether their hardware could support automated paging on OpenGL, DirectX and Vulkan or whether it only supports the CUDA memory model (which doesn't use resource descriptors to abstract resources). AMD has a product right now in the consumer space that works with existing software, so that's really good news. This kind of tech seems to work in practice also for gaming.Yeah, I'm on the development side so all I need is proper drivers/api's/access. That being said, as you state, a good amount of software/drivers/tools need to be available before this can begin.
Please provide any detail about HBCC that you can. I really want to understand what's behind the marketing hype asap !
Thanks for the comments, though they are still a fair bit beyond my level of understanding of this stuff. I understand that there can be lots of reasons MSAA performance could be bottlenecked, but I was in a sense asking the opposite question: IF a GPU has a rasterization rate bottleneck, would such a bottleneck in turn be likely tank MSAA performance?Vega lots of changes regarding to rasterization. If there's MSAA performance bottleneck, it is hard to know the exact reason.
I would be very eager to see whatever results you can contribute for Vega in Unigine Heaven 4.0 at differing levels of MSAA and tessellation, whenever you have time. Here are the results I've already seen, which appear to correlate with Vega's underwhelming performance in known tessellation heavy games like GTA V and Watch Dogs 2, as well as Vega's MSAA issues:I am not at home right now but in heaven 4.0 with vega I tested msaa and in it 8x only sees about a 30% drop vs no aa. It also seems like it isn't smashed by tessellation like older amd products. Forcing tessellation factor to 2x only makes a very small different vs application preference.
There isn't much to it from a programming perspective. Think of it like programming for L3 on a CPU. It should occur transparently, just a matter of system configuration and perhaps some cache priming.Yeah, I'm on the development side so all I need is proper drivers/api's/access. That being said, as you state, a good amount of software/drivers/tools need to be available before this can begin.
Please provide any detail about HBCC that you can. I really want to understand what's behind the marketing hype asap !
Pinned memory with improved granularity and page management. Being able to intelligently evict pages is significant. It works in games as it's transparent and more efficient depending on how it ties in with MMUs for moving data. It should be able to request a page from the memory controller without involving a process. The controller would see it as another CPU accessing data, so less latency and overhead.So, is the big difference between Vega and Nvidia that Radeon allows for this paging system to work in games? Otherwise, what is this technically? regular pinned memory w/ paging/page management? Or is this more like the DirectGMA feature that was found exclusively on FirePro cards? I hope this becomes more detailed on Sept 13/14th when the ProSSG/Instinc cards launch. I'm really at a loss for why these heavily marketed features haven't gotten a proper technical walk through by Radeon to make clear what this hardware is and is capable of.
And here I thought I had made a good deal on my RX V64...I had a very good deal on a Vega FE air cooled (approx. same price as RX56, around 450euros, brand new, never opened)
One potential fly in the ointment concerns AMD's DirectX 11 driver - we swapped out GTX 1080 Ti for a Vega 64 and found that the Pentium G4560's lock on 60fps could drop to the mid-40s in the heaviest scenes, a scenario you're likely to encounter with Core i3 chips too. In this case, the CPU requirement for 60fps Destiny 2 increases to the Core i5 level when using an AMD card.
Vega still shows signs of early CPU limitation:
http://www.eurogamer.net/articles/digitalfoundry-2017-what-does-it-take-to-run-destiny-2-at-1080p60
Well I doubt AMD have done any serious work on their DX11 driver just for Vega. I don't see any reason why this would have changed.Vega still shows signs of early CPU limitation
I had a very good deal on a Vega FE air cooled (approx. same price as RX56, around 450euros, brand new, never opened) so I took it and ordered a EK waterblock... New driver for FE are supposed to be out on september 13